// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (soldierController.NavAgent.remainingDistance <= 0.1f)
        {
            soldierController.NavAgent.SetDestination(soldierController.GetRandomPointInArea());
        }

        animator.SetFloat("MoveVelocity", soldierController.NavAgent.velocity.magnitude);
        animator.SetBool("EnemyInRange", soldierController.enemyInRange);
    }
예제 #2
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     soldierController = animator.GetComponent <SoldierController>();
     Debug.Log(soldierController.gameObject.name + " Entered IDLE State");
     soldierController.NavAgent.destination = soldierController.GetRandomPointInArea();
 }